Testing on Master 1c1b9c5 (17 Sep 2017)
Alpha 06
There's definitely something screwy going on with the scav base embedded in the central plateau base. It doesn't appear to break the level, but shouldn't it give an audio message when discovering the scav base, and where's its red dot? Here's the scene before and just after the first scav buildings heave into view:
Should be able to see the left-hand red dot by now, shouldn't I?
There was no 'Scavenger Base Eradicated' audio message when I wiped them out either.
On a related note, shouldn't the LZ south of this area also have a red dot, now it's opened up (after the cutscene you get as you head south from here)? As you can see from the mini-map there's none showing. IMO there should be some visual or audio confirmation of the LZ being closed down. There was certainly a red dot present in earlier versions.
Here's someone else's old screenshot lifted from the forums:
(not sure how to control the sizing with the img tag - sorry)
Anyway, the level finished fine, so no critical issue here, but it'd be good form to give a visual cue for each cleanup area in case a player has trouble completing the level for some reason, right?
Alpha 07
Looks good. It took a second or two to kick in (1), but here's (2) the green dot, and (3) no green dot as soon as four structures are completed:
Tested again, this time building the same four structures in advance on Alpha 06:
Again, looks good.
Alpha 08, 09, 11
All good, practically. Usual log file messages associated with away missions though, repeated many times:
Code: Select all
info |01:24:38: [triggerEventSeen:1287] Scripts not initialized yet
info |01:24:38: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
What do these mean?
One thing I failed to absorb in all the previous conversation is why we're
meant to have Python Body etc. in Alpha 08. What's the rationale? Was this a long-standing bug in the campaign the way it was?
By the way, here's an enemy transport coming in (Alpha 09). Shouldn't there be a red dot associated with the LZ for this?
Alpha 12
The cleanup area for the NW NP base (the one with two factories et al.) is bigger than it used to be. It didn't use to include all the outlying bunkers etc. (the ones over the back in particular) - it only included the few that were closest. The stage also used to finish when you eliminated all of the bases (i.e. red dots) rather than
every structure on the map. In its current form it's a bit of a faff. Schlepping back to the LZ is a bit of pain too. It's such a big stage it takes an eon for slow movers (e.g. tracked) to get back to the beginning.
[Edit]
Just found returning to the LZ doesn't work - see screenshot. That's all my units:
In the second screenshot I recycled a bunch so they'd take up less area. Still no joy. So, at the moment, you have to schelp around the map and destroy everything to finish. I think this could be improved - both with recognising when everything's back in the LZ and making it so you just have to eliminate the bases to finish - as per above.
[Edit 2]
Even weirder... after the scene above I set out with my hovering artillery team to bomb the remaining few NP defences visible in the mini-map. After I was just outside the LZ area and on the water... the stage decided to suddenly end (successfully)! Something screwy going on there - is the LZ recognition area in the right place?
Irritants
On a more general note, now I'm playing the game a lot more a couple of the UI quirks are driving me absolutely mad. There's the issue of units being deselected when the research screen is open (as Bethrezen has also noted), and contentious issue of "hold" as per this thread:
viewtopic.php?f=6&t=12197. Do you know what the current status of these issues are and if they're receiving focus? I'm (literally) getting RSI trying to work around these bugbears (I'm susceptible, admittedly, so have to be careful on that front), so may have to reduce my activity or stop if they're here to stay, sadly. Is there anything I/we can do to push getting these addressed along?
Here's an example of the latter. In this situation I want the sensor unit to stay put so it bombs defences as they're revealed by the other units, but it
really wants to head off and try to find things in the other direction. Not even the hidden H for hold command would make it stay put. Much micromanagement ensued...
Back to the beta stages now...